﻿Shader "Unlit/DrawSSRResult"
{
    Properties
    {
        _BaseMap ("Texture", 2D) = "white" {}
    }
    
    SubShader
	{
		Pass
		{
			HLSLPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
			#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
			#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

			struct Attributes
			{
				float4 positionOS   : POSITION;
			};

			struct Varyings
			{
				float4 positionHCS  : SV_POSITION;
			};

			//textures
			TEXTURE2D(_BaseMap);
			SAMPLER(sampler_BaseMap);

			Varyings vert(Attributes IN)
			{
				Varyings OUT;
				OUT.positionHCS = TransformWorldToHClip(TransformObjectToWorld(IN.positionOS));
				return OUT;
			}

			half4 frag(Varyings IN) : SV_Target
			{
				return half4(1,0,0,1);
			}

			ENDHLSL
		}
	}
}
